Console games like Soul Caliber 2 are all ports. Every version. They're arcade games ported to consoles and thus no matter what console you're on, you're working with a roughly tweaked control scheme.
No, not really.
sf: two rows of 3
tekken: two rows of 2
sc: one row of 4 or two rows of 2, depending upon the cabinet
mka and beyond: released on consoles only
Do you see me mentioning a bunch of straight (or slightly curved) rows? Yes. Do you see me mentioning a diagonal T shape (the shap of the gc layout)? No.
You see the snes and genesis revision 2 controllers were specifically designed for fighters in mind as at the time they were literally the only games that used 6 buttons. This isn't speculation either, this is fact, go look up some old interviews from nintendo and sega if you don't believe me. Nintendo made two rows of 4 and shoulder buttons to save space, Sega made two rows of three. The standard layout used by everyone but nintendo (ironically) today is a direct result of early console manufacturers wanting to port arcade games.
So to say that they are all rough ports control-wise is silly when two of the consoles from that generation sported a layout designed specifically for fighters and one didn't.
I've honestly never heard so much fanboy-ism fighting this one point I wanted to make. You can't call an entire genre of games old, wrong or shovelware just because nintendo abandonded it long ago because japaneese school girls (their target audience for the gamecube apparently) found them too complicated to play.
And majorlag you are agreeing with me actually. These games suck on the gc because they shouldn't have been ported. They shouldn't have been ported because the gc controller sucks for them and the only way to fix it would be to radically alter the games, which would also suck. The gc had horrible third-party support mainly due to the controller weather you guys like it or not.
I used fighting games as an example but ANY multi-platform game that required you to press combinations of a/b and y/x at the same time were hard to play on the gc and thus very few multi-platform games made it to the gc and when they did, they didn't sell well because the game could be played with better controls on the ps2 or xbox. That and the smaller disc space killed it. In all other aspects it could compete with the other two consoles, so it doesn't take a rocket scientist to figure out that these differences were to blame.
I loved my gamecube, but I only own like 8 titles for it and they are all in-house nintendo jobs save bomberman (which I hate but got for free) resident evil 4 and viewtiful joe. So they are all first party games with the exception of two gamecube exclusive (at the time) titles. Why didn't I buy any multi-platform games? Because I have those on my xbox.

So to recap:
Making an entirely new controller type and thus inventing a new way to play (wiimote)=good thing
Taking an old controller type and screwing around with it (gc controller ps3/prototype controller)=bad thing.
Forcing developers to use less buttons when you don't offer them anything in return is a step backwards, and that's why the gc controller failed. Imagine if the n64 would have used a 2 button pad and nintendo's response was "we felt that 6 buttons confused the player so we are limiting developers to two buttons and a dpad" you would have thought they were nuts right? Well that's basically what they did with the gc controller, making the x and y buttons so small and out of the way that they are essentially unuseable as primary buttons and forced to be secondary buttons.
You can't deny that it's easier to press y on an xbox controller or ps2 controller than on a gc controller. And by "press" I don't mean press it at your leisure to toggle a visor or map, I mean rapidly tap it and quickly switch to other buttons on the controller, without having to worry about hitting another neighboring button. And that was my point, why you guys keep bringing up this other crap is beyond me unless it's due to pure fanboy-ism.
I love nintendo, but I'm more than willing to point out their mistakes. Anyone that thinks the gc design isn't a mistake is in denial.